Freeciv-3.2
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Macros | Functions | Variables
autosettlers.h File Reference
#include "fc_types.h"
#include "map.h"

Go to the source code of this file.

Macros

#define as_transform_action_iterate(_act_)
 
#define as_transform_action_iterate_end
 
#define as_extra_action_iterate(_act_)
 
#define as_extra_action_iterate_end
 
#define as_rmextra_action_iterate(_act_)
 
#define as_rmextra_action_iterate_end
 

Functions

void auto_settlers_ruleset_init (void)
 
void adv_settlers_free (void)
 
void auto_settlers_player (struct player *pplayer)
 
void auto_settler_findwork (const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct settlermap *state, int recursion)
 
bool auto_settler_setup_work (const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct settlermap *state, int recursion, struct pf_path *path, struct tile *best_tile, enum unit_activity best_act, struct extra_type **best_target, int completion_time)
 
adv_want settler_evaluate_improvements (const struct civ_map *nmap, struct unit *punit, enum unit_activity *best_act, struct extra_type **best_target, struct tile **best_tile, struct pf_path **path, struct settlermap *state)
 
struct citysettler_evaluate_city_requests (struct unit *punit, struct worker_task **best_task, struct pf_path **path, struct settlermap *state)
 
void adv_unit_new_task (struct unit *punit, enum adv_unit_task task, struct tile *ptile)
 
bool adv_settler_safe_tile (const struct civ_map *nmap, const struct player *pplayer, struct unit *punit, struct tile *ptile)
 
adv_want adv_settlers_road_bonus (const struct civ_map *nmap, struct tile *ptile, struct road_type *proad)
 
bool auto_settlers_speculate_can_act_at (const struct unit *punit, enum unit_activity activity, bool omniscient_cheat, struct extra_type *target, const struct tile *ptile)
 

Variables

action_id as_actions_transform [MAX_NUM_ACTIONS]
 
action_id as_actions_extra [MAX_NUM_ACTIONS]
 
action_id as_actions_rmextra [MAX_NUM_ACTIONS]
 

Macro Definition Documentation

◆ as_extra_action_iterate

#define as_extra_action_iterate (   _act_)
Value:
{ \
action_id as_actions_extra[MAX_NUM_ACTIONS]
char * incite_cost
Definition comments.c:75

Definition at line 85 of file autosettlers.h.

◆ as_extra_action_iterate_end

#define as_extra_action_iterate_end
Value:
}
#define action_array_iterate_end
Definition actions.h:509

Definition at line 89 of file autosettlers.h.

◆ as_rmextra_action_iterate

#define as_rmextra_action_iterate (   _act_)
Value:
{ \
action_id as_actions_rmextra[MAX_NUM_ACTIONS]

Definition at line 95 of file autosettlers.h.

◆ as_rmextra_action_iterate_end

#define as_rmextra_action_iterate_end
Value:

Definition at line 99 of file autosettlers.h.

◆ as_transform_action_iterate

#define as_transform_action_iterate (   _act_)
Value:
{ \
action_id as_actions_transform[MAX_NUM_ACTIONS]

Definition at line 75 of file autosettlers.h.

◆ as_transform_action_iterate_end

#define as_transform_action_iterate_end
Value:

Definition at line 79 of file autosettlers.h.

Function Documentation

◆ adv_settler_safe_tile()

bool adv_settler_safe_tile ( const struct civ_map nmap,
const struct player pplayer,
struct unit punit,
struct tile ptile 
)

Do we consider tile safe for autosettler to work?

Definition at line 1143 of file autosettlers.c.

Referenced by auto_settlers_player(), dai_auto_settler_cont(), and settler_evaluate_improvements().

◆ adv_settlers_free()

void adv_settlers_free ( void  )

Free resources allocated for autosettlers system

Definition at line 86 of file autosettlers.c.

Referenced by server_quit().

◆ adv_settlers_road_bonus()

adv_want adv_settlers_road_bonus ( const struct civ_map nmap,
struct tile ptile,
struct road_type proad 
)

Calculate the attractiveness of building a road/rail at the given tile.

This calculates the overall benefit of connecting the civilization; this is independent from the local tile (trade) bonus granted by the road.

Definition at line 132 of file autosettlers.c.

Referenced by settler_evaluate_improvements(), and texai_tile_worker_task_select().

◆ adv_unit_new_task()

void adv_unit_new_task ( struct unit punit,
enum adv_unit_task  task,
struct tile ptile 
)

◆ auto_settler_findwork()

void auto_settler_findwork ( const struct civ_map nmap,
struct player pplayer,
struct unit punit,
struct settlermap state,
int  recursion 
)

Definition at line 922 of file autosettlers.c.

Referenced by auto_settler_setup_work(), and auto_settlers_player().

◆ auto_settler_setup_work()

bool auto_settler_setup_work ( const struct civ_map nmap,
struct player pplayer,
struct unit punit,
struct settlermap state,
int  recursion,
struct pf_path path,
struct tile best_tile,
enum unit_activity  best_act,
struct extra_type **  best_target,
int  completion_time 
)

Setup our settler to do the work it has found. Returns TRUE if started actual work.

Definition at line 1011 of file autosettlers.c.

Referenced by auto_settler_findwork(), and dai_auto_settler_run().

◆ auto_settlers_player()

void auto_settlers_player ( struct player pplayer)

Run through all the players settlers and let those on ai.control work automagically.

Definition at line 1165 of file autosettlers.c.

Referenced by end_phase().

◆ auto_settlers_ruleset_init()

void auto_settlers_ruleset_init ( void  )

Initialize auto settlers based on the ruleset.

Definition at line 95 of file autosettlers.c.

Referenced by adv_units_ruleset_init().

◆ auto_settlers_speculate_can_act_at()

bool auto_settlers_speculate_can_act_at ( const struct unit punit,
enum unit_activity  activity,
bool  omniscient_cheat,
struct extra_type target,
const struct tile ptile 
)

Returns TRUE iff the unit can do the targeted activity at the given location.

Definition at line 1286 of file autosettlers.c.

Referenced by settler_evaluate_city_requests().

◆ settler_evaluate_city_requests()

struct city * settler_evaluate_city_requests ( struct unit punit,
struct worker_task **  best_task,
struct pf_path **  path,
struct settlermap state 
)

Return best city request to fulfill.

Definition at line 831 of file autosettlers.c.

Referenced by auto_settler_findwork(), and dai_auto_settler_run().

◆ settler_evaluate_improvements()

adv_want settler_evaluate_improvements ( const struct civ_map nmap,
struct unit punit,
enum unit_activity best_act,
struct extra_type **  best_target,
struct tile **  best_tile,
struct pf_path **  path,
struct settlermap state 
)

Finds tiles to improve, using punit.

The returned value is the goodness of the best tile and action found. If this return value is > 0, then best_tile indicates the tile chosen, bestact indicates the activity it wants to do, and path (if not NULL) indicates the path to follow for the unit. If 0 is returned then there are no worthwhile activities available.

completion_time is the time that would be taken by punit to travel to and complete work at best_tile

state contains, for each tile, the unit id of the worker en route, and the eta of this worker (if any). This information is used to possibly displace this previously assigned worker. if this array is NULL, workers are never displaced.

Definition at line 441 of file autosettlers.c.

Referenced by auto_settler_findwork(), contemplate_terrain_improvements(), and dai_auto_settler_run().

Variable Documentation

◆ as_actions_extra

action_id as_actions_extra[MAX_NUM_ACTIONS]
extern

Definition at line 78 of file autosettlers.c.

Referenced by auto_settlers_ruleset_init().

◆ as_actions_rmextra

action_id as_actions_rmextra[MAX_NUM_ACTIONS]
extern

Definition at line 79 of file autosettlers.c.

Referenced by auto_settlers_ruleset_init().

◆ as_actions_transform

action_id as_actions_transform[MAX_NUM_ACTIONS]
extern

Definition at line 77 of file autosettlers.c.

Referenced by auto_settlers_ruleset_init().